Raven's Rules for Sorcery v 1.1

I've been toying with the idea of designing swords that can be empowered by binding a soul into them, I'm just trying to get the requirements for the spell.

Here's a rough idea, I'll end up fiddling with it as I tweak it out.

Bind Soulblade [Advanced Spell of the Summon Sphere]

Power Point Cost: 6
Casting Time: Free Action, see below
Range: Touch, see below
Duration: Mortal
Saving Throw: Will Negates
Perquisites: Bind Spirit, Truename, Bless Weapon, Base Magic Attack +2, Base Attack Bonus +5 Knowledge Arcana 8 ranks, Knowledge Tactics 8 ranks
Magic Attack Roll: Sets save DC
This spell requires corruption check

This spell binds the soul of a living creature, outsider, elemental or other entity into an Akibitani weapon. The caster must know the Truneame of the target of the spell. The effect of this spell prevents an outsider from reforming and prevents a person from forming a ghost. If used on an undead it destroys the undead completely and it cannot reform or return through any means.
Once bound to a weapon the weapon gains a truename which the person casting the spell instantly knows. In order to wield the weapon the bearer must know the weapon's true name otherwise the weapon resists the user and deals 1d4 primal damage per round to the person trying to wield it.
The weapon gains certain abilities when bound:

Increased damage: The weapon deals an additional 1d4 damage per 3 HD (rounded down) of the entity bound into the weapon. This damage is considered normal damage if a person was bound, or primal if an outsider was bound.

Increased Hardness: The weapon's hardness increases by 1 per HD bound into it.

Increased Hit Points: The weapons HP is increased by the total HP of the entity bound into it.

Increased Attack Bonus: The weapon gains a enhancement bonus to attack equal to 1 per 4 HD (rounded down) of the bound entity.

Intelligent: The weapon gains mental stats of the entity bound into it. If rebound use whatever stats are higher (e.g. if you bind a Int 14, Wis 15, Cha 18 human, then a Int 23, Wis 16, Cha 16 Demon the weapon has stats of Int 23, Wis 16, Cha 18).

Ego: The item gains an Ego score equal to the number of HD bound into it. This means that should the bearer have equal or less levels than the item's ego score the item may attempt to compell the wielder up to once per day. The wielder must make a will save, the DC to resist is 10+ the item's Ego score. Failure results in the item Dominating the wielder (as per the spell). If the item's Ego is equal to or higher than the wielder's when this spell is complete the weapon can make a free domination attempt automatically without using up its limit of 1 attempt per day.

To cast this spell the caster must first have cast Bless Weapon on the weapon to be used as a focus, then must kill an with it. Upon killing the entity the caster casts Truename, the Bind Soulblade and the target makes a saving throw. If the save succedes the target resists the binding and the spell fails entirely. If the target fails the save their soul is bound into the weapon and the caster must make a corruption save DC = 10 +2 per time that the blade had been bound.

It is possible to rebind a blade, but doing so is dangerous and often times suicidal, although it has been done in order to gain massive power for a short time. If you requench a blade add together all HD bound into it to determine the new stats for the weapon. This almost always forces an ego challenge in such a situation, although it has been known to be used to bind powerful entities that couldn't be permanently killed simply to buy some time.
 
Hmmm....Base Magical attack Bonus of +2 is way too low for this. I'd rule you'd have to have the Create Major Magical Item Feat if not the Permenant Sorcery Feat for this. Also wouldn't the Ritual Sacrifice Chain be needed as well- maybe all the way up to Total Sacrifice?

Also learning the spell would likely provoke a Corruption check- must less casting it.
 
Actually the reason I put the requirements so low was that the spell itself is easy, it's controlling it that becomes rediculously hard. And Permanent Sorcery should NOT be a requirement, since the duration is Mortal. Once you kill the caster you release all the souls bound into the item, thus why it is a temporary way to hold something: it always ends eventually.
 
I would agree that learning the spell should provoke a corruption check. Maybe make the requirements Ritual Sacrifice, Opportunistic Sacrifice BMA +3, BAB +5. Also, you gain no power points from someone if you successfully use this spell: their soul was sealed thus you can't draw off of it.
 
Look you require Base MAB of +4 for elemental strike and that spell is a lot simplier exercise of magic than this. I'd say at least a MAB of +6.

Hmmm gotta go. Will think on this.
 
The problem becomes with raising the BMA is that the spell then has absolutely no drawbacks. If you can cast it with BMA of +6 you aren't ever going to have to worry about the ego of the item. By making the requirements so high you've just made a spell that recreates the item creation process, not a spell that creates a dangerous unpredictable weapon, just one that makes a weapon you could have created on your own.

With a BMA of +3 the caster is often in danger of being overwhelmed by whatever they bind, and in fact the spell can bind the caster as much as it binds the target. Think of it more like Derkerta's Laughter than like Elemental Strike. It can be powerful, but it's often barely under control of the caster (since how many people want to be killed and bound into a sword anyway?)
 
Binding a soul isn't uncontrolled magic- it's very controlled. A person has to be able to understand the mystical practices they are doing. The caster of Dekerta's laughter has to possess raise undead horde. Thus they already understand the concept of binding spirits to dead bodies as gruesome as that is. In order to know how to extract souls from a person after death you'd need the Total Sacrifice Feat which is designed to do that- that or the Draw Forth the Soul spell of course. Recall that the Feat says after extraction of the soul a container is needed to store it and the spell needs a summoned Nightgaunt to take it- otherwise it dissolves rapidly. Then you need the ability to create an enchnated item capable of holding it- mere Akibitan steel isn't sufficeint, so you need the Create Major Magic Item Feat- which I beleive requires Permenant Sorcery. I don't have my book on me- I'm not sure. Then of course you have to enchant the sword which is a process that takes time, XP, silver luna and rare components. So creating such a blade is major effort requiring a Sorcerer of high level. Then there is the uestion of what Sphere to put it in- I would say Blights and Curses as opposed to Banishment and Summoning as doing the spell doesn't require breeching the dimensional walls and it's a really nasty thing to do to someone- the defination of a curse. If you want to put a demon into it than you summon a demon of course- or find one already here. So you don't need the Banishment and Summoning Sphere- but it helps.
 
The only problem isn't that the soul is being very well bound: it constantly rails against the captivity and can escape if it dominates the wielder. If you make the requirements that high the spell might as well have no drawbacks. The weapon bound isn't itself enchanted (you can't pick the weapon up after killing the caster and expect it to have any powers) which an independently created item using craft major magical item and permanent sorcery is, thus it will exist long after the caster's death.

Total Sacrifice could work though, as could placing it as a curse instead of a binding. The real problem is that once you set the requirements above level 8 scholar you effectively remove any penalty for having an item with an ego score.
 
Hardly- this sort of thing is unnatural and the more unnatural something is the more damgerous it should be. Howard's fiction abounds with the theme of 'don't tamper with the forces of nature' and almost every sorcerer finds his horrible creation turning on him or her despite what level they are. Level 8 Scholars should not be binding anything resembling a soul to objects. Nor should objects be carrying them around for that matter.

If you wanted to do this sort of thing you would have to do it in two parts. One create a enchanted item designed to contain a soul- this requires the Create Major Magic Item Feat from The Scrolls of Skelos because there is no way in hell such an item could be anything but a major enchantment. In fact it need not be a weapon, but can be any suitable item. Two- Draw Forth the Soul must be cast but instead of having summon demon- Nightgaunt as a requirement you can use the specally prepared item instead as it takes the place of the demon in receiving the Soul - or - a spell requiring Total Sacrifice that involves the caster killing the subject with the Feat and the presence of the 'soul trap' as it were.

There also the fact that such actions as described above really are the province of the NPCs. PCs who do this kind of thing tend to be short lived. Plus an adventure to free a friend's soul from such an enchanter would make a decent adventure.
 
Translating this from The Dark Horse Conan Sourcebook-

New Feat

Diviner
Requirements: Divination Sorcery style; Base Magical Attack Bonus of +1 or higher

The mysteries and illusions of Space, Time and Fate are easily understood by the character. They receive a +2 competence bonus to their Magic Attack roll for all spells from the Communication and Divination Sphere of Power.

Countdown to Raven's Rules of Sorcery v1.2 has begun
 
Still waiting for Raven's Rules 1.2. What is the countdown at now?

:D

Also, can I have a copy of your 1.1 rules sent to jeffreyquigley@gmail.com

Thanks!
 
It's sort of vague. No matter what timetable I set it never comes true. I just start the process and let it happen. That doesn't mean that I just let it hang out there forever though. In fact I usually do it faster than I think I am going to. For a rough ETA try August 1- I have another project I have to finish before then and Summer weather makes me want to stay indoors less.

I'll send the collected notes for v 1.1. Remember though it is not a full system- I'm doing that for 1.2- but notes about possible changes to the existing system. After 1.2 is in the can I'll likely lay off it for a while and then resume posting new spells and such.
 
Bump


Great work on opening the door to magical expansion, but still keeping it un-DnD.

I cnt wait for 1.2, you did say august of 06, right?
 
Spectator said:
Great work on opening the door to magical expansion, but still keeping it un-DnD.

I can't wait for 1.2, you did say august of 06, right?

Thank you for the compliment and yes I was hoping for getting it done this month but a extremely interesting- in all senses of the word- summer has kept me away from the computer and writing almost completely in last three months. As such while I have written the majority of the system in my head I haven't been able to get it down yet. After Labor day things should slow down so I hope to have it done soon- hopefully before the end of the month- but cannot promise that Fate won't continue throwing me curve balls. Promise to try though....
 
Hey, Rave,

Are you compiling all this into a single document also? Weeding through the whole thread makes it nigh impossible to digest it all. There's a lot of interesting ideas, and I've already expressed that I don't like a lot of it (personal taste, ya know), but you done such a fantastic job of keeping it consistant that it'd be great to have it all in a single huge digest.

8)
 
Yeah, there will be a Word document of the system as well. I'll be giving it to everyone on my Blackwell Press mailing list and those who ask for it. I just have to finish writing it first...;>
 
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